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https://github.com/Orama-Interactive/Pixelorama.git
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Made Guide.gd a bit easier to read
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parent
95cf6afb47
commit
0b1ea0d680
1 changed files with 79 additions and 87 deletions
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@ -73,99 +73,91 @@ func _input(_event: InputEvent) -> void:
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func _draw() -> void:
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if has_focus:
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var viewport_size: Vector2 = Global.main_viewport.rect_size
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var zoom: Vector2 = Global.camera.zoom
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if !has_focus:
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return
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var viewport_size: Vector2 = Global.main_viewport.rect_size
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var zoom: Vector2 = Global.camera.zoom
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# viewport_poly is an array of the points that make up the corners of the viewport
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var viewport_poly := [
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Vector2.ZERO, Vector2(viewport_size.x, 0), viewport_size, Vector2(0, viewport_size.y)
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]
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# Adjusting viewport_poly to take into account the camera offset, zoom, and rotation
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for p in range(viewport_poly.size()):
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viewport_poly[p] = (
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viewport_poly[p].rotated(Global.camera.rotation) * zoom
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+ Vector2(
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(
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Global.camera.offset.x
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- (viewport_size.rotated(Global.camera.rotation).x / 2) * zoom.x
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),
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(
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Global.camera.offset.y
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- (viewport_size.rotated(Global.camera.rotation).y / 2) * zoom.y
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)
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# viewport_poly is an array of the points that make up the corners of the viewport
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var viewport_poly := [
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Vector2.ZERO, Vector2(viewport_size.x, 0), viewport_size, Vector2(0, viewport_size.y)
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]
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# Adjusting viewport_poly to take into account the camera offset, zoom, and rotation
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for p in range(viewport_poly.size()):
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viewport_poly[p] = (
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viewport_poly[p].rotated(Global.camera.rotation) * zoom
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+ Vector2(
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(
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Global.camera.offset.x
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- (viewport_size.rotated(Global.camera.rotation).x / 2) * zoom.x
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),
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(
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Global.camera.offset.y
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- (viewport_size.rotated(Global.camera.rotation).y / 2) * zoom.y
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)
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)
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)
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var string := (
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"%spx"
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% str(stepify(mouse_pos.y if type == Types.HORIZONTAL else mouse_pos.x, 0.5))
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)
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var color: Color = Global.control.theme.get_color("font_color", "Label")
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# X and Y offsets for nicer looking spacing
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var x_offset := 5
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var y_offset := -7 # Only used where the string is above the guide
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var string := (
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"%spx"
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% str(stepify(mouse_pos.y if type == Types.HORIZONTAL else mouse_pos.x, 0.5))
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)
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var color: Color = Global.control.theme.get_color("font_color", "Label")
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# X and Y offsets for nicer looking spacing
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var x_offset := 5
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var y_offset := -7 # Only used where the string is above the guide
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# Draw the string where the guide intersects with the viewport poly
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# Priority is top edge, then left, then right
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var intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[0], viewport_poly[1]
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)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[0])
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< intersection.distance_squared_to(viewport_poly[1])
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):
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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else:
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draw_string(
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font,
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Vector2(-font.get_string_size(string).x - x_offset, font.get_height()),
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string,
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color
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)
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return
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intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[3], viewport_poly[0]
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)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[3])
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< intersection.distance_squared_to(viewport_poly[0])
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):
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draw_string(font, Vector2(x_offset, y_offset), string, color)
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else:
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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return
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intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[1], viewport_poly[2]
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)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[1])
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< intersection.distance_squared_to(viewport_poly[2])
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):
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draw_string(
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font,
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Vector2(-font.get_string_size(string).x - x_offset, font.get_height()),
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string,
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color
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)
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else:
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draw_string(
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font,
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Vector2(-font.get_string_size(string).x - x_offset, y_offset),
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string,
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color
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)
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return
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var font_string_size := font.get_string_size(string)
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var font_height := font.get_height()
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# Draw the string where the guide intersects with the viewport poly
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# Priority is top edge, then left, then right
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var intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[0], viewport_poly[1]
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)
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# If there's no intersection with a viewport edge, show string in top left corner
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draw_set_transform(viewport_poly[0], Global.camera.rotation, zoom * 2)
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draw_string(font, Vector2(x_offset, font.get_height()), string, color)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[0])
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< intersection.distance_squared_to(viewport_poly[1])
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):
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draw_string(font, Vector2(x_offset, font_height), string, color)
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else:
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draw_string(font, Vector2(-font_string_size.x - x_offset, font_height), string, color)
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return
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intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[3], viewport_poly[0]
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)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[3])
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< intersection.distance_squared_to(viewport_poly[0])
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):
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draw_string(font, Vector2(x_offset, y_offset), string, color)
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else:
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draw_string(font, Vector2(x_offset, font_height), string, color)
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return
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intersection = Geometry.segment_intersects_segment_2d(
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points[0], points[1], viewport_poly[1], viewport_poly[2]
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)
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if intersection:
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draw_set_transform(intersection, Global.camera.rotation, zoom * 2)
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if (
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intersection.distance_squared_to(viewport_poly[1])
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< intersection.distance_squared_to(viewport_poly[2])
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):
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draw_string(font, Vector2(-font_string_size.x - x_offset, font_height), string, color)
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else:
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draw_string(font, Vector2(-font_string_size.x - x_offset, y_offset), string, color)
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return
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# If there's no intersection with a viewport edge, show string in top left corner
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draw_set_transform(viewport_poly[0], Global.camera.rotation, zoom * 2)
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draw_string(font, Vector2(x_offset, font_height), string, color)
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func outside_canvas() -> bool:
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